Post by Golurkcanfly on Aug 23, 2017 8:53:33 GMT -5
I'm planning on running a Starfinder campaign (link to the Core Rulebook here) using a custom setting. It's a science fantasy game, leaning a bit more towards the science portion, but magic is still a heavy part of the universe. If I had to think of the closest mainstream franchise, I'd say Mass Effect, but with proper magic instead of biotics. Although, Borderlands and Doom would also be pretty close in flavor, especially in particular areas. First, I'm going to put a summary of the seven classes, and everything else is information about the setting. I'll probably open a new topic specifically for people who are interested (this will probably go live in September at the earliest), but discussion about the setting info here is perfectly fine.
THE CLASSES:
The Soldier: Tough and fearsome, the Soldier is the best when it comes to straightforward combat. Able to use most equipment from the start, the Soldier is the most adept at using weapons, and also grants bonus feats which can further enhance options in combat. In addition, the Soldier gets to select two styles throughout their career which allows them to specialize in particular ways, with styles like Blitz which enhance melee combat or the Bombard, which can create grenades and utilize heavy weaponry more effectively. The Doom Slayer would be a Soldier.
The Operative: Skilled and resourceful, the Operative is useful on and off the battlefield. Particularly adept in small arms, Operatives can perform any number of skillful roles, with options such as hacking, stealth, daredevil stunts, and thievery. The central mechanic of the Operative is their Trick Attack, which allows them to disable enemies by utilizing their skills in combat. Operatives also get specializations, which give them early access to various abilities, such as the Ghost Operative being able to use cloaking fields earlier, and later being able to phase through walls. Kasumi Goto would be an Operative.
The Envoy: Plucky and charismatic, the Envoy is the heart of every time, always supporting their allies with their wit and talent. The main features of the Envoy are Expertise and Improvisations. Expertise gives Envoys a boost to various skills and allows them to attempt new tricks with their skills, and Improvisations give the Envoy more options in combat to debilitate enemies and inspire allies. Han Solo would be an Envoy.
The Mechanic: Smart and unequaled when it comes to engineering, a Mechanic with a plan may be the most threatening person you could ever come across. Particularly skilled with technology, the main mechanic of the Mechanic is their AI, which they get to choose between having a customizable semi-autonomous drone or a self-enhancing exocortex. In addition, Mechanics get unique tricks to short out electronics, counteract magical abilities, and even craft disposable scout robots from scrap. Tali'Zorah nar Rayya would be a Mechanic.
The Technomancer: Equally intelligent as the Mechanic, but focused more on magic, the Technomancer blends the mystical and the mechanical, using abilities that incorporate both. While the main point of the Technomancer is their spellcasting ability, the Technomancer can also enhance the technology the use, powering up their weapons, launching spells with sniper rifles, and even crafting dangerous weaponry out of nothing. Tony Stark wishes he were a Technomancer.
The Mystic: While the Technomancer blends magic and technology, the Mystic dives headfirst into the esoteric world, drawing on the powers of the universe. The Mystic's primary feature is its spellcasting, having unique spells that the Technomancer cannot access, particularly healing magic, and they also have special connections to various powers throughout the universe, giving them unique abilities that few others can replicate. If Gandalf had a spaceship, he'd be a Mystic.
The Solarian: The final and most unique class in Starfinder, the Solarian draws on the power within themselves that matches the stars that fill the universe. Just as skilled as the Soldier in combat, but more specialized, the Solarian produces supernatural effects with its attunement to stellar and gravitational energies. Solarians can form weapons and armor out of thin air, but can also build up energy to produce spectacular and dazzling effects on the battlefield. While the powers don't quite match, if you want to play what is essentially a Jedi, Solarians would probably be your best bet.
---
THE UNIVERSE:
The universe this setting takes place in is based off of our own, using our Earth, our humans, and our history. However, it also takes place far into the future, so Earth is a very different place now.
---
THE DIVINE:
There are no gods, or rather, there are no gods anymore. Shortly after the Big Bang, a multitude of colossal (even by celestial standards) superbeings came into, well, being, but quickly found themselves in conflict with each other and promptly killed each other. Their remains have formed into massive stellar formations such as nebulae and the many stars across the universe, and the fundamental energy these superbeings could command to bend the laws of reality has also scattered across the universe. This same energy, called aether, is used to fuel magic and the supernatural, and it exists in every single living creature, with sentient creatures holding the most (as they are most like the superbeings), which manifests as their "soul." Only sentient beings have souls, and thus, effects dependent on souls, such as raising the dead, only work on those creatures.
---
OUTSIDERS (Angels, Demons, Divs, Genies, Azatas, Slaadi, etc.):
Outsiders, unlike most forms of life, are formed from the concentrated aether of specific superbeings, with each manifesting traits and ideologies from its progenitor. They don't exist in different planes of existence, but are still pseudo-divine in nature.
---
DEATH AND THE AFTERLIFE:
When most creatures die, they die, and that's it. Their ether simply disperses. However, for creatures with a soul, their soul gravitates towards similarly aligned ether. For instance, if a god of devotion's corpse formed into twin stars, the soul of an incredibly devoted person would gravitate towards the ether of those twin stars and eventually be absorbed.
---
UNDEAD AND THE ETHEREAL:
As life is full of aether, unlife is full of an equal and opposite energy called nether. Nether is the result of using more aether than is available in a given area, and functions as a sort of "ether debt." Unlife can either be corporeal or incorporeal. All incorporeal or ethereal creatures (including creatures under the effect of spells such as Ether Jaunt) aren't actually on a separate plane of existence, but are "out of phase" with reality and thus cannot be interacted with on the same level as corporeal creatures, but can still be affected by magic weapons, magical effects, ghostkiller weapons, and force effects.
---
MAGIC AND CLASSES:
Magic is magic, but it can take multiple forms. It could be psychic in nature, like traditional wizardry, or even performed as religious mysticism. All magic is the same, but different approaches can perform different things with magic as they are easier or more difficult to grasp. Mystics have a connection to fonts of aligned ether and draw their magic through wisdom, Technomancers approach magic as a science and can combine it with traditional technology, and Solarians channel the ether within themselves to manifest effects which reflect the stellar formations that the gods became.
---
FASTER THAN LIGHT TRAVEL:
FTL is possible by combining magic and technology to fold space into shorter distances. This consumes some aether (possibly creating nether as a result of aether debt), with the amount consumed varying between different FTL drives. FTL efficiency is a huge priority for eco-conscious activists.
---
COMING SOON: RACES AND HISTORY
THE CLASSES:
The Soldier: Tough and fearsome, the Soldier is the best when it comes to straightforward combat. Able to use most equipment from the start, the Soldier is the most adept at using weapons, and also grants bonus feats which can further enhance options in combat. In addition, the Soldier gets to select two styles throughout their career which allows them to specialize in particular ways, with styles like Blitz which enhance melee combat or the Bombard, which can create grenades and utilize heavy weaponry more effectively. The Doom Slayer would be a Soldier.
The Operative: Skilled and resourceful, the Operative is useful on and off the battlefield. Particularly adept in small arms, Operatives can perform any number of skillful roles, with options such as hacking, stealth, daredevil stunts, and thievery. The central mechanic of the Operative is their Trick Attack, which allows them to disable enemies by utilizing their skills in combat. Operatives also get specializations, which give them early access to various abilities, such as the Ghost Operative being able to use cloaking fields earlier, and later being able to phase through walls. Kasumi Goto would be an Operative.
The Envoy: Plucky and charismatic, the Envoy is the heart of every time, always supporting their allies with their wit and talent. The main features of the Envoy are Expertise and Improvisations. Expertise gives Envoys a boost to various skills and allows them to attempt new tricks with their skills, and Improvisations give the Envoy more options in combat to debilitate enemies and inspire allies. Han Solo would be an Envoy.
The Mechanic: Smart and unequaled when it comes to engineering, a Mechanic with a plan may be the most threatening person you could ever come across. Particularly skilled with technology, the main mechanic of the Mechanic is their AI, which they get to choose between having a customizable semi-autonomous drone or a self-enhancing exocortex. In addition, Mechanics get unique tricks to short out electronics, counteract magical abilities, and even craft disposable scout robots from scrap. Tali'Zorah nar Rayya would be a Mechanic.
The Technomancer: Equally intelligent as the Mechanic, but focused more on magic, the Technomancer blends the mystical and the mechanical, using abilities that incorporate both. While the main point of the Technomancer is their spellcasting ability, the Technomancer can also enhance the technology the use, powering up their weapons, launching spells with sniper rifles, and even crafting dangerous weaponry out of nothing. Tony Stark wishes he were a Technomancer.
The Mystic: While the Technomancer blends magic and technology, the Mystic dives headfirst into the esoteric world, drawing on the powers of the universe. The Mystic's primary feature is its spellcasting, having unique spells that the Technomancer cannot access, particularly healing magic, and they also have special connections to various powers throughout the universe, giving them unique abilities that few others can replicate. If Gandalf had a spaceship, he'd be a Mystic.
The Solarian: The final and most unique class in Starfinder, the Solarian draws on the power within themselves that matches the stars that fill the universe. Just as skilled as the Soldier in combat, but more specialized, the Solarian produces supernatural effects with its attunement to stellar and gravitational energies. Solarians can form weapons and armor out of thin air, but can also build up energy to produce spectacular and dazzling effects on the battlefield. While the powers don't quite match, if you want to play what is essentially a Jedi, Solarians would probably be your best bet.
---
THE UNIVERSE:
The universe this setting takes place in is based off of our own, using our Earth, our humans, and our history. However, it also takes place far into the future, so Earth is a very different place now.
---
THE DIVINE:
There are no gods, or rather, there are no gods anymore. Shortly after the Big Bang, a multitude of colossal (even by celestial standards) superbeings came into, well, being, but quickly found themselves in conflict with each other and promptly killed each other. Their remains have formed into massive stellar formations such as nebulae and the many stars across the universe, and the fundamental energy these superbeings could command to bend the laws of reality has also scattered across the universe. This same energy, called aether, is used to fuel magic and the supernatural, and it exists in every single living creature, with sentient creatures holding the most (as they are most like the superbeings), which manifests as their "soul." Only sentient beings have souls, and thus, effects dependent on souls, such as raising the dead, only work on those creatures.
---
OUTSIDERS (Angels, Demons, Divs, Genies, Azatas, Slaadi, etc.):
Outsiders, unlike most forms of life, are formed from the concentrated aether of specific superbeings, with each manifesting traits and ideologies from its progenitor. They don't exist in different planes of existence, but are still pseudo-divine in nature.
---
DEATH AND THE AFTERLIFE:
When most creatures die, they die, and that's it. Their ether simply disperses. However, for creatures with a soul, their soul gravitates towards similarly aligned ether. For instance, if a god of devotion's corpse formed into twin stars, the soul of an incredibly devoted person would gravitate towards the ether of those twin stars and eventually be absorbed.
---
UNDEAD AND THE ETHEREAL:
As life is full of aether, unlife is full of an equal and opposite energy called nether. Nether is the result of using more aether than is available in a given area, and functions as a sort of "ether debt." Unlife can either be corporeal or incorporeal. All incorporeal or ethereal creatures (including creatures under the effect of spells such as Ether Jaunt) aren't actually on a separate plane of existence, but are "out of phase" with reality and thus cannot be interacted with on the same level as corporeal creatures, but can still be affected by magic weapons, magical effects, ghostkiller weapons, and force effects.
---
MAGIC AND CLASSES:
Magic is magic, but it can take multiple forms. It could be psychic in nature, like traditional wizardry, or even performed as religious mysticism. All magic is the same, but different approaches can perform different things with magic as they are easier or more difficult to grasp. Mystics have a connection to fonts of aligned ether and draw their magic through wisdom, Technomancers approach magic as a science and can combine it with traditional technology, and Solarians channel the ether within themselves to manifest effects which reflect the stellar formations that the gods became.
---
FASTER THAN LIGHT TRAVEL:
FTL is possible by combining magic and technology to fold space into shorter distances. This consumes some aether (possibly creating nether as a result of aether debt), with the amount consumed varying between different FTL drives. FTL efficiency is a huge priority for eco-conscious activists.
---
COMING SOON: RACES AND HISTORY